Faith_Warrior Member Posts: 490 From: So.Cal. Registered: 09-05-2006 |
Here is an interesting project if you haven’s seen this one before. It’s called Infinity and uses procedural technology to basically make billions of planets for its game world… in a single zone. Here is the website and also a neat video. http://fl-tw.com/ |
fearless Member Posts: 91 From: Romania, Tg Mures Registered: 11-26-2005 |
Not bad, the wide/endless space in the video is really nice. Somewhat similar to Spore. |
buddboy Member Posts: 2220 From: New Albany, Indiana, U.S. Registered: 10-08-2004 |
whoa that looks awesome. billions? sweet. sounds cool. ------------------ [This message has been edited by buddboy (edited October 22, 2006).] [This message has been edited by buddboy (edited October 22, 2006).] |
Faith_Warrior Member Posts: 490 From: So.Cal. Registered: 09-05-2006 |
Yeah it’s really cool how that can be done. The only true downside is that the many worlds created on the fly will be fairly featureless. I’m not talking about trees or MOB spawns and things like that, but that the worlds will be computer generated instead of intricately modeled by human eye. I’m sure there will be many places that will be uniquely designed, but for the vast amount of the game world it may become somewhat repetitive. Another point is that even though it’s an MMOG, it would seem much like a solo game when it comes to exploration due to everyone often being spread about. People like seamless worlds nonetheless, I prefer well designed zones but large seamless games do have some advantages. This seems pretty unique though, a seamless space game that generates new worlds everyday. Excellent environmental effects as well. |
fearless Member Posts: 91 From: Romania, Tg Mures Registered: 11-26-2005 |
I haven't spent time studying this particular project, but usually for procedural enviroments/worlds/objects there is the possiblitity to specify some parameters. So in reality you never end up with a 100% procedural enviroment, i.e you can have a terrain created procedurally but have freedom to specify river or water corrosion, height limits, etc. The things being spread out can be a problem. However even in current MMORPGs there is a lot of 'spread out' places, they solve the problem by using 'nodes network' principle. The nodes are places with dense population. It's the place where you can buy and sell things, get new quests, etc. The spaces in between are for traveling or expericence gain, usually you visit them once and never return back. [This message has been edited by fearless (edited October 23, 2006).] |